Files
feuerwerk/src/core/graph/lookup.ts
T
adminandClaude Opus 5.5 8a4e4a6762
game-maker / suite (push) Failing after 2m40s
game-maker / gate (push) Successful in 3m14s
Play sounds as notes of an instrument asset #331
A sound could only be played as it was, one at a time. An instrument
is a node graph that makes a note a sound: Notes nodes bring the note
in, Samples play sound assets for it, the effects of a sound FX shape
it and the Output sums the layers. Its tab plays it from a keyboard,
a behavior with Play note. It is what patterns and songs (#330) will
play.

- New asset type instrument, under the heading Music, not placeable.
  A new one starts as Notes into a Sample into the Output.
- Notes are counted as MIDI does: 60 is C4, names like C#4, sharps
  only, the lowest C-1. Notes has From and To, outputs any, note,
  frequency and velocity, and with Single notes a trigger per note,
  each with an optional name for a drum kit.
- New port type trigger, only into the trigger of a source. Inputs
  can take any number of edges now (PortDef.many): a trigger, and
  the Output, which plays everything into it side by side.
- Sample plays a sound asset. Follow note shifts it by note - root
  through the pitch worklet of #317, so it keeps its length. Gate
  fades it out at the end of the note, One-shot plays through. Loop
  runs between Loop start and Loop end, also in the worklet.
- Parameters declares the instrument's own parameters with a
  default. Sound FX sends the sound through a sound FX asset, its
  parameters as inputs, the sound set in where its Input was.
- compileInstrument walks the graph once per note. A trigger is on
  only for the notes it stands for, a silent source silences what it
  alone feeds, a Mix with a silent side is the other side. velocity
  and the parameters stay open for the voice. Builds are cached per
  note until the graph or a sound or FX it names changes.
- The player takes a note as one voice of several layers, each way
  with its own file and volume. release fades the gated ways out,
  one-shots play on. playNote can release after a duration.
- Play note plays one note with velocity, volume, duration and
  detached, and hands out voice for Set sound FX parameters and
  Stop sound. Velocity is always loudness. Instrument parameters
  picks values for the instrument's parameters like Sound FX
  parameters does for an FX, renames follow.
- The tab has the graph, a header field per parameter, Stop, and
  128 keys below. Keys without sound are grey. A key plays while it
  is held. Focused, the computer keyboard plays as in a tracker by
  KeyboardEvent.code, the arrows move the octave.

Findings:
- A label of the keys set fill on the shared small text style and
  darkened every small label of the editor. Caught in a screenshot
  before the commit, the keys have a style of their own now.
- Suite task 523 on cf6799a failed two checks of e2e 34 that timed
  audio by the page's clock: a 2.95 s echo tail was gone after 1 s,
  and Quad in was further along than 0.7 s allow. Both time on the
  audio clock now through a new hook __gm.sound.clock().

Tests:
- instrument.test.ts (new, 22): notes, asset, palette, round trip,
  compile per note, drum kit, zones, Mix, velocity and parameters,
  Sound FX node with rename, problems, cache, Play note, the keys
- sound-library +7 (layers, release, duration, early release, loop
  region in buffer and worklet), pitch-player +2 (loop region),
  node-catalog +4, graph adjusted. 582 tests in the touched files.
- e2e 4 and 34 on melektaus-atx: ALL PASSED, 34 with 44 checks (+7)
- Gate on melektaus-atx: CHECK EXIT 0, 243 test files, 3750 tests
- Counter-checks: any always on, release ending one-shots, Sound FX
  inputs ignored, loop region ignored. 3, 2, 1 and 1 tests failed.
- Browser probe on stein2: keys, held key, Single notes names and
  the header looked at in screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 10:07:40 +02:00

114 lines
4.2 KiB
TypeScript

import type { AnimationClip } from '../model/animation';
import type { VectorPoint } from '../model/Asset';
import type { PropertyBag } from '../model/Properties';
import type { DeclaredPort, Graph } from './Graph';
/** What running another behavior's graph in place needs: its nodes, its variable defaults, its name. */
export interface BehaviorProgram {
name: string;
graph: Graph;
defaults: PropertyBag;
/** The variables a call hands on to the next call from the same site (#229); absent is none. */
kept?: readonly string[];
}
export interface ShaderFunction {
name: string;
graph: Graph;
}
/**
* A sound FX as a node naming it sees it: the parameters its Input declares (#311). An instrument
* looks the same from outside, with the parameters of its Parameters node (#331).
*/
export interface SoundFxShape {
name: string;
params: readonly DeclaredPort[];
}
/** One state of a machine: the node id is what a port and the runtime hold, the name is the label. */
export interface MachineState {
id: string;
name: string;
}
/**
* An allowed move between two states, both named by state node id, under the name `State
* transition` asks for. The name is empty until someone gives the transition one.
*/
export interface MachineTransition {
from: string;
to: string;
name: string;
}
export interface StateMachine {
name: string;
states: MachineState[];
transitions: MachineTransition[];
/** Id of the state every instance begins in, empty when the machine has no start (see #55). */
start: string;
}
/**
* What a node may look up in the project around its graph: the behaviors it can run, the state
* machines it can read, the curves a `Lerp` eases along (#247) and the struct types `Add item`
* checks (#254), what a variable written by a graph is held to (#271), how long an animation is
* (#233) and what the collision and render layers are called (#211, #305). One handle, so no caller
* can resolve a node with half of it.
*/
export interface GraphLookup {
behavior(assetId: string): BehaviorProgram | null;
/** A shader function's graph, which a call node takes its ports from and the compiler sets in (#303). */
shaderFunction(assetId: string): ShaderFunction | null;
soundFx(assetId: string): SoundFxShape | null;
machine(assetId: string): StateMachine | null;
curve(assetId: string): readonly VectorPoint[] | null;
/** A Struct asset as a run knows it: a name and field names, nothing else travels (#254). */
structType(assetId: string): StructShape | null;
/** A texture's, frame's or pixel-art frame's own size in pixels; null for no picture. */
textureSize(pictureId: string): { w: number; h: number } | null;
/** An animation's length and playback, for a node that asks where a player stands in it (#233). */
animation(assetId: string): AnimationClip | null;
/** The project's collision layers by number, as `Layer of` names them (#211). */
collisionLayers(): readonly string[];
/** The project's render layers by number, as `Render layer of` names them (#305). */
renderLayers(): readonly string[];
/** The asset whose graph this is, `''` for none. */
ownerOf(graph: Graph): string;
/** What a variable of that asset declares about the structs it holds (#271); none for nothing typed. */
variableTyping(assetId: string, key: string): ValueTyping | undefined;
}
export interface StructShape {
name: string;
fields: readonly string[];
/** What the type's fields declare in turn, for those that declare anything. */
inner: Readonly<Record<string, ValueTyping>>;
}
/**
* What a written value is held to (#271): the Struct asset it is, the one every item of it is, and
* what its fields declare. Only the ids travel; a run asks `structType` for the rest.
*/
export interface ValueTyping {
structType?: string;
itemType?: string;
fields?: Readonly<Record<string, ValueTyping>>;
}
export const NO_LOOKUP: GraphLookup = {
behavior: () => null,
shaderFunction: () => null,
soundFx: () => null,
machine: () => null,
curve: () => null,
structType: () => null,
textureSize: () => null,
animation: () => null,
collisionLayers: () => [],
renderLayers: () => [],
ownerOf: () => '',
variableTyping: () => undefined,
};